I made a simple challenge. Down the bottom of the hill is an unstoppable enemy defense (at least, until you can beat Assault Guns). You're at the top of the hill, and you need to hold out for as long as you can, or attack and destroy the enemy.

I've only tested this to make sure it loads properly, so don't be surprised if the challenge isn't well made

Despite the lack of oil, I was able to win this one. I made a T1, Simple Bases start, which meant that the enemy didn't startwith his line of assault guns. (With no oil, there was no way I was going to be able to take that on). By being very strategic about what I researched, using mostly cyborgs and only the trucks I started with, and making maximal use of a well located repair center,I was able to take out an AI that clearly either started with vastly more energy than I did, or was cheating to beat the band.Final statistics - I had 26 units built total, killed something like 150 units, lost 9 of my own; built 6 structures, destroyed 21. A lot of those structures were 3 module factory and VTOL factories - once I saw the enemy base and knowing that it had no access to oil, the cheating was apparent - stock Warzone AI, set to the middle of the slider.I did have trucks roaming the map to try to spot oil barrels as they popped up.

I played it through just to see if I could, and it did look a bit rough in the middle there. At one point, my command tank had lost all of it's defensive units, and was holding off a few enemy cyborgs by itself and limping back home while it took near-forever for reinforcments to arrive. Fortunately, it did make it, as I would not have been able to afford to replace it.

At the most abstract level, the concept is ok, but I would think that you would want something of a timer for the player to "win" if they have been able to hold out for so long; not sure if or how you can implement that in this sort of a setting. I'm not sure if the stock AI will do a good job of launching mass attacks - usually what I see is scattered groups of small # of units cruising through to pull off an attack. Dydo-ai might do better. You can lock down the starting settings (bases, power, AI strength) via a .ini file (as was done for the 3 included challenges) but that's probably not called for until it's a bit more playable.

Map: I think the map is probably too large in the vertical dimension; it makes for very long supply lines and I don't think the stock AI does well with that. The map is featureless in the middle, which is a bit boring. If the oil in base was buildable, it probably wouldn't be that hard to hold out for near-indefinite time periods. I would suggest less in-base oil, with perhaps some outside base oil near the AI players defensive line. A more pronounced hill might be a bit nice as well, maybe with cliff edges?That way the human player has a natural advantage of the hill for defense, but the AI player starts with a superior position andbase defenses.